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TaoFTW

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  1. You should use tao's taunt combos - most average out to 4k+ damage without any use of meter.
  2. Sorry, my mistake. There were supposed to only be three drives. 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb *To Be Revised/Contributed/Criticized My understanding is...yes, but don't take my word for it. I haven't tried it with a taunt. But it shouldn't be a problem. *goes off to experiment* Pay attention to the angle and timing of your opponent. If they are below you when you execute your drive - or if you input too slow - then you're likely going to drop your combo. Also, characters with smaller hit boxes in the air need to be taken into more consideration. Since you have a smaller target, your angle changes as well. Find out when you need to execute your drives and j.c's - if you do, then you'll land your combos more often.
  3. Who won the AX Aksys Gathering? My suspicion is Daisuke :3
  4. Arakune/Rachel vs. Tao is 3/7 in their favor for MANY reasons. I wouldn't say it's Sean vs. Chun-li bad, but it's a huge uphill climb for Tao. The first biggest downfall is Tao's guard libra rating. Arakune and Rachel has pressure strings that can destroy Tao's guard in one fell swoop. If you don't have meter, and stuck inside a pressure string, consider yourself screwed up the arse. I got guard broken three times in one round against Arakune. Not fun. The second downfall is that Rachel and Arakune have an answer to everything you throw out - whether it be a 2a or risky 6c's. Rachel and Arakune has her 6a to beast out every normal you have in the air. While they have an answer to kill your air game, they also have numerous ways to shut out your mobility. Third biggest weakness is Tao's lack of reversals. She has no way of escaping pressure strings except through her dead angle and hexa edge...and they require 50% meter. Your best way to escape is IB all the Level 3 attacks and jump away - or punish all the risky moves. If you play with other advanced players, you'll begin to find out that almost every match is a uphill climb. I don't agree with the list 100%, but it's heading in the right track.
  5. IB the ice. It's more useful than you can imagine. For example, IB the ice cart gives 5 frames recovery on block. So after you IB, then pummel your opponent with your fastest standing normal (5b or 2a). Also, that matchup list is old. That was before Dio found the clap loop.
  6. 214d has some useful properties against Tager and Rachel. Sticky kitty doesn't get affected when Rachel manipulates the air or when Tager tries to magnetize you. So you can escape some pressure strings and press 6 to leap off to the other side. Since Sticky Kitty comes out - exceedingly - fast, you can catch your opponent, on the jump, for an air grab. It's an interesting gimmick AND you can try out some fun mixups with it. For example, Assuming your character is on the other side... 214d -> 6 -> j.c 214d -> 6 -> 66 (air dash) -> j.c (on the cross up) Assuming your character is in the corner 214d -> 2a -> 5b -> 5c -> 236aaaa These are a few examples, but there are lots of other variations you can use to catch your opponent off guard. Granted, you can't block during the period you activate sticky kitty, but be witty and creative at how you use it.
  7. Be creative. You can use C cancels to do more crossups, mixups, bait DPs, normals, and - my personal favorite - air throw gimmicks. Even Veteru gets caught off guard.
  8. Since BB made it's debut in the consoles, it's high-time we give our almighty cat a FAQ guide. I took them out of the Taokaka Guideline for Dummies in order to make room for more important information. Please do not, I repeat - do not, post questions like, "WUT IS UNDER TAO'S MASK?! ZOMG I HAS TO KNO!" or what not. They will be obliterated on site. *** FAQs - [To Be Completed/Edited/Revised/Contributed] All of us have questions that regards the essence of aesthetic living or meaningful pleasure. But in virtue of the Tao forums, you will have to hold those thoughts for another thread. Here's some questions I found most commonly asked in the Tao Thread and from random people. 1) Is Taokaka's Almost Becoming Two useful? [UPDATED!] 2) Can you combo into her Pounce Drive? 3) Are Taokaka's aerial combos very character-specific? [To Be Completed] 4) Is it hard to play Taokaka? 5) What is Tao's closest gameplay in comparison with Guilty Gear? 6) Should Tao 214a/b/c be used? 7) Why do some of Tao's command attacks wiff and others hit? 8) When I try to do a forward up drive, it just goes into her forward drive. Is there timing or something that I'm missing? - GuardianOMS 9) Does a fully charged 6c, or any charging moves, do bigger damage? 10) What defensive options does Tao have? 11) Is 4d any good? 12) How come I can't hit with j.2d~b? The move always black beats, doesn't hit n' wiffs! HELP PLZ! *** 1) Is Taokaka's Almost Becoming Two useful? Can you use the Shadow for something? [To Be Revised] I am not in a position to exclusively say that Almost Becoming Two is the be all end all. But I will say this - for the meter you spend on the super, it has it's good and bad points. If you want a thorough understanding of this super, then read it under the following, "Specials Section." Pros: - Moves that originally have lots of execution and recovery frames are safer to use. - Since your doppelganger is 17 frames slower, you can lock your opponent in hit stun for a longer period of time*. - [Open for Criticism/Revision] - Even though your doppelganger can't hit high/low attacks, the original Tao can. This increases your mix-up and cross-up game while forcing more pressure on your opponent, and thus, land some lucky CH or sneaking in a few pokes. Cons: - You're not guaranteed damage, or much damage, for 50% meter. - All damage is reduced by half when Almost Becoming Two is activated. - "Keep in mind that [Almost Becoming Two] is subject to proration point (aka hitstun reduction)" (Arlydesu). So there are less frames for your opponent to be unlocked from hitsun. Hsien_Jo posted a really informative thread about AB2. Be sure to check it out - READ IT - and ask constructive questions after you're done. Almost Becoming Two Training Area 2) Anyone know anything that can combo into her Pounce Drive (214214C)? If your opponent is mid-screen air borne, and is still locked in hit stun, then you can cancel into a pounce super. For example, 5b -> 6a x 2 -> 214214c 3) So is it just me, or are Taokaka's aerial combos very character-specific? - [To Be Completed] - Her aerial combos depend on how big/wide your opponent's hit boxes are. 4) Is it hard to play Taokaka? That's like asking, "Is it hard to play fighting games?" There will be a learning curve if you play Tao or any other character on the BB cast - possibly more so with Tao. Playing Tao on a basic level of play isn't that hard, but to win with her can be a challenge. Even though she has high mobility; even though she has some crazy cross-ups and mix-ups; even though she has high damaging combos, you won't be an effective Taokaka player unless you exploit all of that to it's fullest. Unless you have superb yomi skills, winning with Tao won't be an easy task. So is it hard to play Tao? I'll say this - be persistent and grow through trials. If you do, then everyone will marvel - or detest - your almighty Taokaka. 5) What is Tao's closest gameplay style'd-like character in comparison with Guilty Gear? I said it once and I'll say it again, "Blazblue is not Guilty Gear." The characters reflected in BB only, at best, look like them. But if you insist, then my personal opinion is a combination of Chipp, Jam, Millia, May and Sol. Chipp for the triple jump, Jam for damage off of anything, Millia for heavy mix ups and cross ups, May cause Tao waves her body around like her, and Sol for his lack of zoning but awesome damage. 6) Tao's 214 A/B/C! When should it be used? If it should be used, which one? Do any of them have special properties that allow for gimmicks against certain characters? 7) Why do some of Tao's command attacks wiff and others hit? The answer is that the range of your attack boxes does not hit your opponent. Tao has, at best, sub-par zoning tools - namely her j.c. Even her Cat Spirit One, Two and Three require you to be moderately close to hit your opponent. This is why you need to be cautious against low crouching characters (Noel, Litchi, Carl, and Tao). Some moves will wiff and not hit your opponent if they're crouching low - like 6a or 5a. So if you want to hit your opponent, then you - literally - need to be point blank. 5b may be one of Tao's fastest normal, but the hit box of that attack is even shorter - if not the same - as Noel's 2a. This means that you need to be at a position when you can gatling safely. Anytime an opponent perfect guards your 3c, you're likely going to wiff the 3rd hit. Same concept applies with all her weaker attacks. Point being, you need to be self-conscious about 'where' you can safely gatling your pressure strings while locking your opponent in block stun. It'll take some time, but you'll win with great patience and perseverance. 8) 9) No, fully charging a move doesn't change damage scaling, but it does take longer for your opponent to recover from hit stun. There are moments when a 6c will do more damage, but Mike Z explains that in the following, 10) Short answer - IB. The longer answer - Instant Blocking, Dead Angle and Beserker Barrage. Tao has no defensive options apart from Distortion Drives or Instant Block. The best Tao can do to get out of pressure is either bursting, dead angle or waiting until your opponent messes up. 11) Big risk/POTENTIAL big reward. If, at any moment, you land a CH while your opponent is in the air, then you can punish with a huge beefy 5k+ combo. Here's an easy way on how to do it. On counter hit 4d~b -> taunt -> 236cc -> 2d~9 -> j.c -> 9d~6 -> j.c -> 9d~6 -> 236bbbb -> 2d (5k) 4d can also be used to bait bursts. You back pounce long enough for the burst to wiff. 12) Sileh answers this question,
  9. Thanks for taking the initiative. I've been busy up to my arse trying to meet deadlines and haven't been able to get around to sprucing up the forums a bit. Good to see the community taking action.
  10. Fixed. Thanks.
  11. Making the guide on top of my other jobs has been giving me sleepless nights. But - in all honesty - I've been having a blast making it. I'm still not done with my grad apps , but I'm hoping to get them done tonight...SO I can get this guide done before BB comes out.
  12. *Update (6/21/09)* I have reached my 30,000 text limit in the first post. So - from here on out - I will be working on it in the Word format. But rest assured! The guide will look superb when it's done! I've been dreaming about the Tao forums while the sun is at it's highest peak. So don't be surprised if you don't see anymore updates. I'm still working on them fervently.
  13. I plan on addressing all those questions in this guideline - so stay tuned. I never found anything constructive about Taokaka on the Tao Thread, so there's lots of ground to cover. And even if they were constructive, they're old and outdated information. I'm still doing more research and constructing a generic outline. Also, expect a FAQ section soon. Therefore, PM me your questions. Keep them constructive and not, "ZOMG! Wut move makes tao show her pantsu?!!?" As much as I want to see people get pumped to play Tao - and are curious to fulfill their questions - it'll give me a better direction to empower the people who never touched BB. Long story short, it's a work in progress. But keep in mind that I'm juggling two jobs while sacrificing lots of my BB time to construct this thread. So - please - be patient.
  14. What is Tao: Taokaka Guideline for Dummies Written and Edited by: TaoFTW and the Dustloop Community If you're interested in playing Taokaka; if you don't have any clue how to play her; if you just want to know how to play her without mashing 2a over again; if you just think that she's - downright - the most extraordinary character ever; then welcome to Taokaka guide for dummies! This thread is dedicated to the almighty kitty and everyone who wants to wield the most fascinating character of all the BB cast. You will find all you need to know about Taokaka on a basic level of play. Table of Contents: (1) Biography (2) Author's Note (3) Prelude (4) Command Attacks (5) Specials (6) Beginner How to's Biography Name: Taokaka Character voice: Chiwa Sait? Height: 165 cm Weight: 42 kg Blood type: O Gender: Female Origin: Kaka Village Hobby: Naps, Food A young lycanthrope of the Kaka tribe who live in the lower class part of Kagutsuchi. Her coat is equipped with massive paw-like hands that include long, retractable claws. She wants to get back the sky above her village that was sealed off with an enormous plate by humans who came to the land and started building a big city. She left her village in search of someone called Ragna after she heard that you could gain a lot of money for defeating him. She doesn't know it, but she is a descendant of bio-weapons created from one of the six heroes, Jyuubei. Her Drive Ability is known as Dancing Edge: Reckless Kitty, which specializes at dashing at high speeds with a slash attack. Courtesy of Wikipedia *** Author's note: Please note that numbers will be used as notations. For example, 'Forward standing A' will be referred to as the following, '6a.' You can trace the notations on your numpad at the far right of your keyboard. 789 456 123 Also note that the intended audience I'm writing to are people who are (1) relatively new to fighting games, (2) those who have a marginal understanding of fighting game mechanics, and (3) people who are wishing to explore the BB cast. So, without further ado, let's get started! *** The Prelude Before we go into the command attacks, here's a few tidbits of information you should know prior to channeling your force into Tao: 1) Low crouching characters: Litchi, Carl, Rachel, Jin, Noel, and Taokaka 2) Huge fat characters with big hit boxes: Hakumen, Ragna, Tager, V-13, Bang and Arakune Why is this important? It's because some moves will cause Tao to wiff n' miss and some combos won't work against certain opponents. I made to to put footnotes on the normals that don't hit low crouching opponents. You may - also - be asking, "What's so good or bad about Tao? Is she top tier? She looks cool and has flashy combos, but I have no means of playing her! What now?" I'll cover some positive and negative points about our omnipotent furry. But everything I'm saying is subject to revision and should only be used as a guideline; not as a divine revelation from a metaphysical dilemma of my Taokaka dreams . Pros: - Taokaka's triple jump allows her to drive command cancel twice in the air. This paves the way for numerous cross-ups, mix-ups, and surprising gimmicks. - High pressure mixups. E.g.: 2a -> 5b -> 2a -> 2a -> 5b+c - She can air dash twice in the air. - Her average damage output rivals Ragna's and V-13 (3k - 4.5k). Cons: - She has the lowest gaurd libra rating in the game - 80%. This means that it's easy to guard crush Tao. For example, two full pressure strings from Ragna will cause her to guard break. - Tao has no good anti-air and reversal options. The only exception is her Hexa Edge, but that requires 50% meter. - Tao lacks the necessary tools for zoning. Characters that excel at mid-range to long-range work against her. SO if you enjoy staying airborne for ages on end; if you want to make your opponent sweat from constantly guessing your throws; if you like to discourage your opponents by forcing them to catch you; or if you just love to play a high mobile cat; then Taokaka is for you! *** Command attacks Know your A, B, C, and D's 'A' for Ambiguous - Is Tao a trap? 5a - Standing paw slap (165 damage) - It's not, particularly, her best normal, but it's the one with the least amount of active and recovery frames. This means, "the time during which the opponent can be hit by, guard, or reverse an attack." You can special cancel, jump cancel, or follow up with any other standing/crouching normal. - Note; 5a will not hit low crouching characters. 6a - Standing 2 hits (320 damage after two hits) - She can cancel into another special move or jump cancel after the first/second hit. This can be very useful to bait bursts or simply initiate another combo. Also, the first hit causes a little vacuum effect that sucks your opponent in. - 6a is also Tao's anti-air, but it's nowhere near as good as Ragna's or Noel's 6a. - Word of caution; 6a does NOT, I repeat - does NOT, hit low crouching characters (Litchi, Carl, Rachel, Jin, Noel, and Taokaka) OR characters who push you far back from perfect guarding. If you wiff, then your opponent will have all the time in the world to punish you. 2a - Low Paw Attack (165 damage) - This normal is a very useful poke that forces your opponent to block low. It prorates heavily (meaning you'll score less damage), but you can gatling into any other normal, special, or super. It's a great move that can be used for gimmicks (such as 2a -> grab (b+c) or just trying to force damage on your opponents. j.a - Jumping Paw Attack (165 damage) - Like the rest of her 'A' command attacks, you can gatling into the following: Jump Normals, Cat Spirit Two, or Drive Attacks. It's a reliable move that can be used follow up a safe combo. For example, 2b -> 6a x 2 -> JC -> j.a -> j.c -> JC -> j.a -> j.c -> JC -> j.a -> j.c -> 236bbbbb 'B' for Bollucks - Cause your opponent will be screaming this word at you once you wield the almighty Tao. 5b - Standing Tiger Knee (340 damage) - Well, not really. Unlike in HDR, you can't triple Tiger knee your opponent. On the flipside, this is one of Tao's best standing normals in the game! Her 5b has the same execution start up as her 2a, except that her standing knee has 90% proration! This means that any time you land a 5b, you will land an even bigger damaging combo. And since it has a 6 frame execution advantage, most of your opponent's normals will get countered or - at the very least - exchange hits! So if you have a opponent that likes to mash buttons, then 5b your way to victory! 6b - Overhead Somersault Attack (440 damage) - A nice useful overhead that can cancel into her Hexa Edge super OR jump mashy claw. - If you ever land a CH with this attack, then you're free to punish your opponent with a follow up combo. E.g.: 5b -> 3c -> (5d~6 -> j.c) x3 -> j.a -> j.c -> 8d~6 -> j.236bbbb 2b - Low Slide (210 damage) - 2b is a fast normal that can only be blocked low. It doesn't have the greatest damage or proration, but you can gatling into stronger normals. This move is a great tool to use for throw gimmicks (2b -> b+c), mixup games, and extending your combos. j.b - Jumping Leg Split Attack (385 damage) - Her jumping leg split has a lot of execution and recovery frames (15 ~ 19). It also only has a 3 frame active window to hit your opponent, but the greatest feature about this normal is it's enormous hitbox. It's not her greatest zoning tool, but you can use it to hit confirm into other pressure strings or create some, seemingly, ambiguous crossups. For example: Ambiguous Crossup While opponent is blocking... 2a -> 5b -> 2d~b -> j.b (executed late so no hit confirm) -> 2a -> 5b -> 5c -> 236aaaa or... Confirming Into Other Pressure Strings While opponent is blocking in corner... 2a -> 2a -> 5b -> 5c -> 214d -> j.b -> resume pressure mixup 'C' for Crap - Cause your opponent will be staring at you in disbelief when - nearly - half his/her life is gone after a random Counter Hit. 5c - Standing Claw Strike (550 damage) - [Chargeable] 5c is a decent normal that you can use to gatling to a 2c, 3c, 6c, jump cancel, special or a drive attack. It doesn't have fast execution (10 frames) and has lots of frame recovery (31 frames), but if you score a Counter Hit, then be prepared to punish heavily! - A fully charged 5c does a 2,400 guard crush against your opponent - which is a LOT. Be aware that you are prone to getting throw countered (meaning someone can throw you and you can't tech out of the throw) during the frame recovery and the execution. - Note: Charging 5c doesn't increase damage or change proration. 6c - Hadouken Palm Strike (700 damage) - [Chargeable] This is her most damaging standing normal. Like all of her C attacks, 6c has lots of execution (23-64 frames) and recovery frames (18 frames) - but deal insane amounts of damage. Unlike her other normals, you can only gatling into her drive, specials or supers. - Just remember - big risk; big reward. All combos initiated by 6c will land a 4k combo, but it's also very easy to punish. Even if you gatling into a drive or special, EVERY character will have a response to it. For example: Ragna can Inferno Divider the 6c gatling, Bang can gaurd point punish, and Tager can backdash 720. I don't recommend that you use this in every pressure string, but be wary when you use it. - Note: Charging 6c doesn't increase damage, but increases the proration scaler*. * = For more information about proration, take a look at the Taokaka guideline for 'Proration.' 2c - Claw Swipe (575 damage) - [Chargeable] Like the rest of her C command attacks, 2c has high damage but slow execution (15 frames) and recovery frames (27 frames). She can gatling into her 3c, 5c, specials or distortion drives. - Note, "You can charge the attack by holding the button, start up is 11 [frames] after button release, guard crush value is 1600 when you hold it 22~31 (start up 33~42), guard crush value is 2800 when you hold it 32~35 (start up 43~46)" (Blazblue Zetaboards). - Charging 2c doesn't increase damage or proration. 3c - Double Paw Strike with Foot Sweep (390 damage 2 hits, 440 damage 3 hits) - This is one of Tao's most interesting command attacks. She can gatling into her drives, specials or supers at any given strike. 3c is also what she uses to initiate her drive loop - which is one of her main bread n' butter combos. - 3c can serve as a potential anti-air. It's nowhere near as good as Ragna's 6a or Jin's DP. But since Tao has no good anti-air options anyways - except for her berserker barrage and her super prorating 6a - her 3c is the next best bet. Just as how Faust can duck to avoid some standing or air normals, Tao can do the same thing while crawling forward. The idea is to use a normal that has similar properties to her crawl. So if a Ragna player air dashes in with a j.c, you can CH that by using a 3c. Landing a 3c gives you 90% proration - which can lead into a hefty 4k combo. But if you miss, misjudge your opponent, or get baited, then you'll take your opponent's most damaging combo. - Note: Her foot sweep can only be blocked low. j.c - Jumping Claw Attack (480 damage) - [Chargable] This is Tao's greatest zoning normal of her arsenal of moves. It comes out within 9 frames, but that is immensely fast for a heavy attack. While she can't gatling into any other normals, apart from her j.b and j.d, the reward for landing a hit - or CH - exceeds the risk. You can chain a drive loop when you hit confirm j.c in the air OR apply ambiguous crossups to force damage on your opponent. Low-Moderate Risk/High Reward. So don't feel bad for using it frequently. 'D' is for Discouraging Finish - Her Dancing Drive: Reckles Kitty is the epitome of her success. It is also her best damaging and prorating attack. All drive attacks have 90% proration, but damage varies based on the one you use. What is Drive? - In Tao's case, "She launches herself, like a torpedo, toward the opponent. You can control her launch any direction with the joystick. She has immediate recovery after the hit and can do another hit or even another Drive attack after the first hit" (Gorehound). 2d - Diagonal Forward Drive (650 damage) - Allows you to drive diagonally forward. This only applies while you're on the ground. 5d - Forward Drive (560 damage) - Allows you to drive parallel to the ground. This is the most commonly used gatling command after a 3c, so get used to seeing this in combos. 4d - Leap Backwards and Pounce Drive (720 damage) - This has the most execution frame start up (35 frames). But if timed correctly, then you can leap backwards in order to bait bursts. j.2d - Diagonal Down Drive (600 damage) - While you're in the air, you can drive down diagonally towards your target. Note, if you want to do taunt combos, then get used to doing this input. j.d - Jump Forward Drive (570 damage) - Just like the 5d, you drive forward - parallel to the ground. Most drive loops require you to apply the j.d, so be sure to keep an eye out for them in the combo section. j.4d - Plummet Straight Down and Forward Drive (680 damage) - While you're in the air, you plummet towards the ground and drive straight. - Random Tip: V-13 (aka Nu) cannot hit Tao with her standing drive while you execute j.4d. Tao will fly right over it. j.214d - Cat Hop - Tao pounces towards the opponent with spiderman-like abilities. - You can perform any jump or drive command (especially 2d~b for taunt combos) while you're in this motion. Drive Cancels - Tao can cancel any of her drives by pressing the A, B, or C button: A Cancel - This will cause her to stop in midair. B Cancel - She will travel through her opponents by means of some transparent acrobatics. C Cancel - This will cause her to jump in midair. Forward Cancel - You can also cancel your drives by holding forward (6) as you hit your opponent. If you do, then you will bounce towards your opponents instead of getting ricochet. Taokaka can cancel her drive attacks at any given moment - whether she's across the screen or in your opponent's face. Just as she has three jumps, she can drive in the air up to three times. For example: While on the ground...2d -> 8d -> 8d -> j.d (her last drive attack in the air will always be neutral) You can also cancel her drives while you hit your opponent! For example: 3c -> 5d~b -- Right as you hit your opponent, you will travel through them. If you press the cancel button too soon, then you'll wiff. If you press it too late, then you'll bounce off your opponent. ~ = Indicates a drive cancel Learning drive cancels is essential to learning Tao's most fundamental damaging BnB - so learn it! Throws - I can haz throwz? - All throws have 7 frames of execution and are techable - meaning you or your opponent can press b+c to escape (unless it's a throw counter). Keep in mind that throws prorate Tao's damage by 50%, so it's not ideal for heavy-duty combos. - Tao has the second best ground throw range in the game. 5B+C (1,050 damage) - Taokaka grabs the target and kicks them away on midair. 4B+C (1,100 damage) - Taokaka holds onto the opponent and slams [him/her] onto the ground. If no moves are executed, Taokaka does a 'victory' pose while looking at you seductively. j.B+C (1,250 damage) - Taokaka performs a piledriver from the air and slams the opponent to the ground. Courtesy of Taokakaism *** Special Moves **Cat Spirit ONE (370, 330 damage) 236a x N~ press 'A' for more hits - You cancel the move by rapidly tapping, or mashing, the A button. In the early Tao days, most players usually end their gatling combo with Cat Spirit One - and some still do. It's not really damaging or has the best proration, but - for what it's worth - it is the easiest move to execute. Cat Spirit TWO (380 damage) j.236b x N~ press 'B' for more hits - Like her Cat Spirit One, you can cancel the move by mashing the B button. I haven't seen top JP players use this as a CH strategy. But you'll notice, in most of the Tao videos, that she ends her air combos with this move - Cat Spirit One is the only special she can cancel into after exhausting all three of her jumps while gaining a free okizeme* game. - According to Mike Z, "Air 236B gives you enough time afterwards to link another hit (236B again, or A/B/C) if you are high enough. However, this also shows there are no easy rejump combos after 236B without RCs - if you do very high 236BB, wait, C, you can land but you can't move again or hit any buttons for a small period, so the combo becomes techable." *Okizeme = Strategy concerning attacking a rising opponent. Cat Spirit THREE (560, 580 damage) 236c x N~ press 'C' for more hits - [Chargeable] If the C attack category hasn't gotten to your head now, then it better after this. This one of her slowest attack (30 - 64 execution frames) and has a 17 frame recovery. Keep in mind that this also her most damaging AND one of her best prorating moves. Many JP Tao players still follow up with Cat Spirit Three after a 6c hit - big damage and easy to execute. - If you try using this move outside of your gatling combo strings, then you're saying, "Hit me here for big damage." Remember, huge risk; huge reward. - Note: High block only. Flying Cat Ball (216 damage*) - Projectile based attack that throws out random items depending on the input you do: 214a = Diagonal Projectile (31 execution frames) - Apple, Pillow (2 hits), or Bomb (2 hits). 214b = Forward Projectile (39 execution frames) - Puppet, Fish Bone, or Baseball (can fly from one side of the screen to the other as long as you don't get hit) 214c = Tao throws a Bowling Ball that travels across the floor (49 execution frames). Don't ask or tell me where she gets these things. * = Bowling ball does 288 damage. **Nail Mashy Claw (80 damage per hit) 22c x N~ Press 'C' for more hits - Tao ducks down and shoots nails out of her paw causing multiple hits. Cat Leap 214d - Tao leaps toward her opponent in one pounce. It can allow you to do some fine mix up maneuvers, but be aware that you're prone to getting Counter Hit while you're doing the leap. Sticky Kitty j.214d - [Chargeable] At the end of the screen, Tao sticks to the wall and stays there as long as you hold the 'D' button. If you press 6, then she'll leap off the wall with some spiderman manuevers. Trick Edge (Charge) 2 -> 8d - This allows Tao to glide backwards, diagonally up, then drive straight forward. - Press 2 or 4 for an extra move. ** = All of Taokaka's Cat Spirit attacks and 22c have projectile property - meaning, the attack hit box extends the reach of her normal hit boxes. Distortion Drives Hexa Edge (1,900 damage after four hits) 236236d - Berzerker Barrage style super. - Tao can gatling any of her standing normals into a super. Just remember that her distortion drives are her only reversal. Sorry, but Tao doesn't have any fantastic DPs. Brutal Kitty Fest (2572 damage) 214214c - She pounces towards her opponent and pummels them before kicking them into the air. - Brutal Kitty Fest is unblockable since it is a grab. You can swipe your opponent out of the air and/or gatling your combos into it. - Note, pouncing supers will not hit crouching opponents. Almost Becoming Two! 236236b - Tao gains a doppelganger for 425 frames. - Things to note about AB2: 1) Damage is cut by half when this super is activated and has a fixed proration at 90%. 2) The doppelganger can be blocked by ALL, but Tao's standing normals still apply. For example, "236236b -> 6b (1st hit block high only, 2nd hit block ALL)" 3) "The [doppelganger] is 17 frames slower than Taokaka" (Blazblue zetaboards). *** Beginner How to's... If you're looking for answers to questions like the following, 'How do I win with Tao? What tier list is she? What's underneath her mask? What moves makes Tao's skirt fly?' - then I suggest you look on google or the zepp museum. This section will cover the following guidelines: - How to do basic fundamental bread n' butter combos. - How to drive loop. - How to taunt combo. I've thought about posting another thread for the FAQs. But since there aren't that many constructive questions on the Tao thread, I'll post - and respond - to most of the commonly asked questions here. How to do Tao's bread and butter When you're watching videos of kazu's Tao beasting on Ragna; when you're scratching your head trying to find out what inputs you have to do; when you're, downright, confused about the jargon that people tell you about how to use Tao; it's best to start off at the beginning - how do I hit my opponent efficiently? Step 1: Learn how to gatling her combos You can link your attacks by pressing one normal to another. The easiest way to understand this is by the following, "All her stronger command attacks are initiated by her weaker attacks." For example, 2a -> 5b -> 5c -> 236aaaa (1.8k damage) The weaker the attack is, the easier it is to hit your opponent. In exchange, you cap your potential damage to a combo that's 2,000 damage. Stronger normals, like 5c or 5b, have higher proration - and thus - can lead to bigger damage. But since they have a longer execution time, it's harder to hit your opponent. If you want a place to start off combos, then go to the Taokaka Combo and BnB Thread. You may want to start learning some of the 'A' command combos. Step 2: Practice Goryus said it, "Practice, practice, practice. Learn as much of the game as you can. Because for a new player, there's just a lot of things to take in." Don't get discouraged just cause some Ragna player keeps on beating you for no apparent reason. Once you can practice the basics, the rest will snowball into place. How to do Tao's drive loop Unless you can manage to do her taunt combos, Tao's drive loop is the next best damaging option. So how do you do it? Before we start, there's two ways you can drive cancel a move: #1 - Press a command button, or #2 - press forward (6). For more information about drive canceling, go to the Drive Cancel section underneath the command list. Like in Guilty Gear, you can buffer an input while you execute another normal. For example, May can charge her dolphin after inputting a 6HS. The same thing applies with Tao - except it's easier. Step 1: Create a Situation Where You Can Drive Loop The easiest way to set up your drive loop is by starting a back throw (4b+c*). After the 4b+c, followup with her Cat Spirit Three (236cc). Remember, you can buffer inputs while you execute another command attack - including throws. You should see Tao claw down - and up - at your opponent, so they should be in mid air. If you mash the 'C' button too many times, then you'll continue to repeat the Cat Spirit attack. * = This will work against everyone but Carl. Step 2: Prepare to Drive While your opponent is in mid air, you can press 2d to drive diagonally forward. Here's the trick: - Hold 9 (diagonally forward up) You do not need to constantly press 6 to Forward Cancel your drives. By holding 9, you're buffering your input while putting in another normal. After you hit your opponent with the 2d, you should notice that Tao bounces - with your opponent - in the air. If you failed to do the input correctly, then she'll bounce in the opposite direction. In any case, follow up with a j.c. After landing the claw hit press 9d (you should still be holding 9 throughout the entire loop). Repeat 3 times. Some of you may have noticed that combo list says 8d~6, but you can cancel your drives by, simply, inputting any forward direction (9, 6, or 3). Step 3: End All Drive Loops with Cat Spirit Two After the third drive, don't input a j.c. Instead, finish off with Cat Spirit Two (236bbbb). So your complete drive loop should look like this, 4b+c -> 236cc -> 2d~9 -> j.c -> 9d -> j.c -> 9d -> 236bbbb Tip: Whenever you do a drive loop parallel to the ground, hold 6 instead of 9. Put it this way, the drive loop is executed based on where your opponent is located. If they're above your head, then you have to drive diagonally up (9). But if they're right next to you, then you should do a neutral air drive (j.d). With some practice, you'll be able to pull it off. There are much more advanced variations of Tao's drive loops, but you have to start somewhere. How to Taunt Combo Thank you for you constructive input yukichi. FAQs - Moved Here -
  15. If you are scrounging to do efficient Taokaka bnb combos; if you have any concerns about what combos work on certain characters; if you're looking for a place to upgrade your Tao, then you've come to the right place! This thread is dedicated to showing all the up-to-date combos and BnB with Tao. There's still some combos that haven't been to experiment on yet. So if you can contribute - in any way possible - then feel free to add your two cents. Send me a PM or a video! I'm always open to wielding a more beastly Tao - and I'm sure you are too! Taokaka BnB links Taokaka's Damage Proration Guide Taokaka Frame Data Taokaka Revolver Chart FYI, Tao can cancel any of her drives by pressing the A, B, or C button: - A will cause her to stop in midair, - B will cause her to travel through her opponents, - And the C will cause her to jump. - You can also cancel your drives by holding forward (6) as you hit your opponent These are essential to learning Tao's most fundamental damaging BnB - so learn it! Taokaka Mix-up Standing Normals: 2a: Low paw attack (block low only) 2b: Slide (block low only) 3c: Triple attack (3rd hit block low only) 6b: Somersault flip (block high only) 236c: Cat Spirit Three (block high only) Key: Direction based on numeral key pad 789 456 123 j.a: Jump a j.b: Jump b j.c: Jump c j.d: Jump drive ~: Indicates a drive cancel JC: Jump cancel CH: Counter Hit j: Jump* A thorough descriptions of the movelist can be found at the following, "Taokaka Guideline for Dummies" * = j.a/b/c/d implies that you're in midair while executing the move. I will input JC if you need to jump. A Combo (2a x n) -> 5b -> 5c -> (236a x n) -> d 2a -> 5b -> 2b -> 6a (2) -> (j.a -> j.c) x 3 -> j.236b 2a -> 5b > 6a -> j2d~b -> Taunt -> 214d -> j2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (2480) 2a -> 5b -> 3c -> 5d~6 -> j.c -> (j.a -> j.c) x 2 -> j.236bbb 2a -> 5b -> 3c > 5d~6 > j.c -> j236b -> j2d~b -> 5c > 2D~6 -> j.c -> 9d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (2450) 2a -> 5b -> 3c > 5d~6 -> (j.c -> j.d~6) x2 -> j.a -> j.c -> 8d -> air dash -> j.c -> j236bb -> j236bbbb (2350) 2a -> 5b -> 3c -> 5d~6 -> (j.c -> j.d~6) x2 -> 5d~a -> 8d -> 8d~6 > j236bb -> j236bbbb (2302) 2a -> 5b -> 3c -> 5d~b -> 5b -> 5c -> 2d~6 -> j.c > 8d~6 -> j236bb > j.c -> 9d~6 -> j.236bbbb (2242) B Combo Drive Loop - Only applicable to the following characters: Ragna, Jin, Tager, Arakune, Bang, Litchi, and Hakumen - Only can do two drive loops (j.c -> 5d~6): Jin, Noel, and Carl 5b -> 3c -> 5d~6 -> (j.c -> 5d~6) x3 -> j.a -> j.c -> j.c -> j.c -> j.236bbbb 5b -> 3c -> 5d~6 -> (j.c -> 5d~6) x3 -> j.a -> j.c -> 8d -> air dash j.c -> j.236bb -> j.236bbbb *5b -> 3c -> 5d~6 -> (j.c -> 5d~6) x3 -> j.d~a -> 9d -> 9d~6 -> j.236bb -> j.236bb 5b -> 3c -> 5d~6 -> (j.c -> d~6) x3 -> j.a -> j.c -> 9d -> air dash j.c -> j.236bb -> j.236bbbb (3700) If Counter Hit: 5b CH -> 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (4.1k) * = Only applicable in the corner Cat Spirit One - Only applicable to the following characters: Ragna, Bang, V-13, Litchi and Tager. - Special note: 6a doesn't work on the following crouching characters: Litchi, Jin, Rachel, and Carl. 5b -> 6a x1 -> 236a -> 5b -> 5c -> 2d -> j.d~6 -> j.c -> j.d~6 -> j.a -> j.c -> 8d~6 -> 236bb -> 8d~6 -> 236bbbb (3.2k) 5b -> 6a x1 -> 236a -> 5b -> 5c -> 2d -> j.d~a -> 8d -> 8d -> 236bbb -> 236bbb (3k: only applicable in the corner, but you get a knockdown). 5b -> 6a x1 -> 236a -> 5b -> 5c -> 2d -> j.d~6 -> j.a -> j.c -> j.c -> 8d -> 236bb -> 236bbbb (Jin exclusive) 5b -> 6a -> 236aa x n -> 2d~6 -> j.c -> 8d~6 -> j.c -> 236bb -> j.c -> 8d~6 -> 236bbb (2.8k: Applicable against everyone - except low crouching characters and Carl). 2b -> 6a x1 -> 236a -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (as far as I know, this combo is applicable against everyone) 2b -> 6a x1 -> 236a -> (5d~6 -> j.c) x 3 -> j.a -> j.c -> JC -> j.c -> JC -> j.c -> j.236b (applicable against Tager and Ragna) Cat Spirit Two - As far as I know, these combos are applicable to everyone on the cast. 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2D~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (3667) 5b -> 3c -> 5d~b -> 5b -> 5c -> 2d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbbb (3336) 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c/5b -> 2d~6 -> j.c -> j.c -> j.c -> j.236bbbb 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (3.2k) 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.d~a -> 8d -> 8d~6 -> j.236bb -> j.236bbb 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> taunt -> 214214c (3.4k: applicable to all characters except Carl) 'B' Drive Cancel 5b -> 3c -> 5d~b -> 5b -> 5c -> 2d~6 -> j.c -> j.c -> j.c -> j.236bbbb 5b -> 3c -> 5d~b -> 5b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbbb 6b Combo 6b -> 236236d (3.2k) 6b -> RC -> 3c -> (j.c -> 5d~6) x3 -> j.a -> j.c -> 8d~6 -> 236bb -> 236bb (applicable against: Ragna, Jin, Tager, Arakune, Bang, Litchi, and Hakumen) If Counter Hit: 6b -> 5b -> 3c -> (j.c -> 5d~6) x3 -> j.a -> j.c -> 8d~6 -> 236bb -> 236bb (applicable against: Ragna, Jin, Tager, Arakune, Bang, Litchi, and Hakumen) C Combo If Counter Hit:5c CH -> 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (4.2k) - Special note: If you initiate the j.236bb, then pay careful attention to where your hitting your opponent. If they are too high above you, then you will wiff the second wave of j.236b's. If you're in doubt, then just mash B until you fall to the ground. Even though you don't get the knockdown, you can assume that your opponent will air tech. *hint: mind games - air throw - BE CREATIVE!* If Counter Hit: 2c CH -> 6c -> 236cc -> 2d~8 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb 6c Combo - Whenever you get a 6c Counter Hit...rejoice! Some of her most damaging combos come from this move! They're easy to execute, so learn them! - 6c connects after 5b CH, 2b CH and 5c CH - quite practical. - All 6c combos will work on everyone except Carl (unless noted). 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (4.2k) 6c -> 236cc -> 2d~6 -> j.c -> JC -> j.c -> JC -> j.a -> j.c -> j.236bbbb (3.9k) - Carl Exclusive Combo! 6c -> 236cc -> 2d~6 -> j.c -> 8d -> air dash j.c -> j.236bbbb (3.6k) - Carl Exclusive Combo! 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb (So far, works on everyone) 6c -> 66 -> 5c -> 236aaa -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb 6c -> 66 Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb Throw Combo Back Throw Combo (4b+c) 4b+c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (Doesn't work on Carl) 4b+c -> 214d -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.236bbbbb (Works on all characters) 4b+c -> 236236d (Unburstable) 4b+c -> 214d -> 6c -> 236236d Neutral Throw Combo b+c -> air dash j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236B b+c -> j.4d -> (j.c -> j.d~6) x 3 -> j.a -> j.c -> j.c -> j.236bbbb b+c -> air dash j.b -> j.c -> 6a x1 -> j.c -> 8d~6 -> j.c -> 8d~6 -> 236bb -> 236bbbb Air Throw Combo j.b+c -> charge 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb j.b+c -> 236c -> 5b -> 5c -> 2d~6 -> j.c -> j.c -> j.c -> j.236b j.b+c -> 5b -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb Taunt Combo - You can make fun of you opponent WHILE landing some heavy damaging combos. Granted, they are the most difficult combos to land in the game, but they're the most rewarding. - Special note: 6a doesn't work on the following crouching characters: Litchi, Jin, Rachel, and Carl. 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236a > 2d~8 -> j.d~a -> 8d~6 -> 8d~6 -> j.c -> j.236b -> j.236bbbb (3991) 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.236bbbb (3.9k: No knockdown) 5b -> 6a x1 -> JC -> j.2d~b -> Taunt > 236aa -> 2b~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (3464) 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236aa -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.bbbb 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bbbb 5b -> 6a x1 -> JC -> j.2d~b -> Taunt > 236aa -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (3.5k: It's one of the easiest taunt combos to land and gets you a free knockdown) *5b -> 3c -> 5d~a -> 66(ground dash) -> Taunt > 236a/236cc -> 2d -> j.d~a -> 9d -> 9d~6 -> j.236bb -> j.236bb *5b -> 3c -> 5d~a -> 66 -> Taunt > 214a -> j.2d~b -> 5c -> 2d~6 -> j.d~a -> 9d~6 -> 9d~6 -> j.236b -> j.236bbbb (4k combo; air combo portion depends on character; do j.d~a -> j.8d -> j.8D~6 -> j.236bb -> j.236bbbb for stability) * = Only applicable in the corner Source: Taokaka Combo List **I'm still looking to post all the unique JP combos available. But for the most part, these are all the important combos known to the general public.** Also, I'm in my finals right now. So I may be a little slow at updating stuff. Regardless, you will see me fervently contributing to the Tao forum as much as possible.
  16. Squishy needs to be taught a lesson. :3

  17. Question for those who managed to dismantle the SE stick: How did you manage to get the square gate out?
  18. Good job on the vids BMS.
  19. Love the avatar pic :3

  20. See you in the West Coast.

  21. wow, vids came out faster than i expected! good stuffs.
  22. That sucks. I was looking forward to buying it before I scrap my ps2 :<
  23. that's the most amazing stick ever. :3
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